(OLD) Ken General Discussion Thread (Combos, Techniques, etc.)

The window of time that inputs stay registered in is relative large in SF4. I believe you should be able to do QCFx2+PPP and get the dash cancel, seeing as how the forwards, if the QCFx2 is done quickly enough, should be within the input window.

I remember someone saying that in one of those “OMG I CANT FADC ULTRA!” threads. Never seriously tried it myself.

i doubt this method would work, the inputs are accepted for a while but i doubt it’s that long.

But what if you do it HEEEELLLLLLLLLAAAAAA quick!? :angel:

gritts teeth because he has to rewrite post

Anyways : D

Maybe it registers the -> From the QCFx2 Motion? I don’t know. But that would be weird I guess, since it would normally dash then as well. Although now you’re in a focus. But I doubt it works lol.

Btw, what does ‘‘BnB’’ mean… I can probably do it, but I have no idea what that actually means.

bnb = bread and butter. it’s the combo’s that are easy enough for each character yet deal good damage/ give good positioning. ie the combo’s you should be using as the staple of your gameplan.

^ he is talking about wake up hp srk. b n b all day baby lol.
Trying to think of what Ken’s actual bnb is… He seems to have a few imo,
cr lk - cr lp - hp srk
cr lp - stand lp - cr mk - tatsu
etc…

I’ve always been curious at what his actual bnb is considered by most

cr.lk - cr.lp (or 2) - f.srk
cr.lk - cr.lp - cr.mk - f.hado (I usually only do this as a block string though)

Those are probably the most common combos Ken goes for in any given match. Tatsu combos are situational and depend a lot on the player wanting to deal with a rock, paper, scissor mixup so I wouldn’t consider it a BnB.

imho ken’s 3 bnb’s are:

cr.lk cr.lp xx fp srk (the third hit can whiff on smaller opponents)
cr.lk cr.lp cr. mk xx hado
cr.lik cr.lp cr. mk xx tatsu

  • Random Wake-up Ultra:shy:

that’s that flowchart power right there! you just gotta trust the flowchart sometimes mang

And thanks for the BnB’s =D Now only for the longer combo’s I see some people do = training : D

Ok, I got Fierce shoryuken > FADC > Ultra figured out =D That’s good, cause that’s the one everyone uses it.

The reason I find it the easiest is, the Dash itself. Because when I do my shoryuken motion, I hold the left arrow (If I’m right) for about 2 seconds [While it hits]. The reason is, because you have to wait 2 hits before he of course goes into the air. This means, that when I press Focus, I only have to press <- ONCE more, cause I already was holding <- from the shoryuken.

Meaning the dash goes lighting fast and easy. And when I do the other <-, I link it into the QCF
motion, so it kinda goes at the same time, but still fully hits. So its really really easy for me now.

Unlike the normal ones, which I have to press <- TWICE, which I have some trouble doing in a short time and then following it with a QCFx2 as well |:

I can do ex Sho > Fadc > Mp. Sho > Ultra easy as well though, because of the time the Mp sho gives me. But that only works for that one.

So I’m happy I mastered that one. 90% Succes rate. The reason It didn’t go before, is because I wasn’t pressing QCFx2 well enough, I was more doing F, B/f, D, F. Or something. So when I pay attention to pressing more to the bottom with my analog it goes.

Hope that somehow helped some others to D:

And side note: For some reason I can’t FADC for shit when I’m left. I can only do all the things from when I’m right : Its because I can’t firmly do the motions with my thumb when im left on the analog.

Nice one, Bryan. I’ll soak that up. I’m still just ploughing my way through Ken’s basics, really. Practising simple punishers and trying to get the timing down on block strings. I really enjoy training, actually. Doing the same thing again and again, observing incremental improvements and even more incrementally conscious of how my motions become tighter.

I do still have real problems with SRK > FADC > Ultra, though. My problem is twofold, I think. Firstly, my dash doesn’t come out quickly enough, frequently enough. I’ll get on the tip above and be back in tears (of jubilation?) in a few days. Second one, and possibly related to the first - at a guess - is that I almost always EX SRK instead of hitting the Ultra. I thought it might be timing related, but since I’ve managed to pull off an ultra that was marginally too slow to hit, I doubt it’s that. Any advice, chaps?

Also, can anyone direct me to a bit of technical info on buffering? I’ve noticed that I can take advantage of it in certain circumstances, pretty much at will. For example, I will often cr. HP > Hado > Shoryureppa with only two QCF motions. Now, also, I imagine this isn’t a particularly smart thing to do. You’re wasting all your EX and scaling it down past two separate prior hits. Anyone got any examples or technical know-how on where I could put buffering to practical ‘automatic’ use? Obviously, Bryan’s tip above is taking advantage of it on the dash.

be careful not to super this way

Yea I noticed, I’m throwing out a super most of the time instead of A fierce if that’s what you mean. Its damn sensitive compared to the Ultra.

You can’t super with only 2 bars.

Well when I have 4 bars, I know that everything I will do shoryuken motion wise will probably end up as a Super anyways :

I try to sometimes throw a random Ex, well not random, aimed of course. Just to have fun with the FADC

Yes it’s possible. I think you problem is that you kara it with the stepkick and than press lp and mp or mp and hp.
That’s fine but you would have to use the fake stepkick with hk to kara it than.
If you wonna kara with stepkick than you have to do the ex fireball with lp and hp.

SF4 always gives priority to the focus attack when pressing multiple buttons so with kara-ing that gives problems. There are many ways to kara, just use what works best for you.

ps: You can do kara fadc’s you know the one that goes thru fireballs by doing the super motion and than simply press focusattack. Try it and see. You can change the distance by playing with the input timing. It don’t look to usefull to me. Even so I still wonder if ther could be an advantage to it. Why can you do it in the first place.
Maybe it might have some kind of option select property’sto it…
I dunno I’m just sayin. Annyway i hope we find some use for this or it’s just be another useless glitch gimmick.

Does anybody know the frame data on forward and backward dash? It doesn’t say it here or on eventhubs.

I heard that it takes 4 frames to jump and 4 frames to land; meaning you can punish them right before and after empty jump. Is that true?

Something old happened to me today. During a wake up game I try to throw Dhalsim after he got up, he did his ultra after getting up. Surprisingly, my throw gave me invulnerability. I throw him, and his ultra went through me. Isn’t ultra suppose to beat throw?